THE GREAT TRAVELING CIRCUS GAME




INTRODUCTION
Each player is the owner of a traveling circus.

GAME BOARD AND PIECES
Use a monopoly game board.
Also use the monopoly pawns, money, houses, and hotels. (But not the cards)
Six sided dice are needed.

END GAME
The game ends when the last card is drawn from the Act Deck.
Alternate ending: When the Lead player goes around 15 times.

WINNING
The player with the most money at the end of the game wins.

THE DECK
The game uses a novel set of cards called the act deck.
The deck contains one of each of the cards in the Card List.
Each card represents a Carnival/Circus Act.
There are 4 types of acts: Acrobats, Clowns, Animals, and Freaks.
Do not use any of the Monopoly cards.

SETUP
Each player picks a pawn to represent their circus.
Pawns are placed on the starting space.
Each player gets $200
All other money is kept in the Bank.
Each player gets 4 cards from the Act Deck.
Each player also has a Ringmaster.
The Ringmaster counts as an Act, but not any of the 4 types, and cannot be stolen or lost.
Players should name their Circus.
Players roll high on 1D6 to determine turn order.
The winner of the turn order contest is known as the Lead Player.

TURN SEQUENCE
Players take turns.
On your turn roll 1D6 and move your pawn that many spaces forward.
If you land on another player you may steal one random Act card from him.
If you land on a city with no time markers you may perform.
Get $10 for every act you own when you perform.
Three Ring Bonus: For every 3 cards of the same type you have earn 
an extra $10 when performing.
After performing put 1D6-2 (Maximum = 3) time markers on the city you just performed at.
If you land on a city with any Time markers on it, you may not perform there.
Use houses to represent time counters. One Hotel = Three Time Counters.
Players must stop on the Start space when they reach it.
Every time the Lead player lands on the Start space remove one time 
counter from all cities.
When a player lands on the Start space he must pay each of his Acts $10.
A player must discard any Acts he cannot pay.
If your pawn lands on a railroad, pay 1D6 x $10 to the Bank.
If your pawn lands on a utility or luxury tax pay 1D6 x $10 to Free Parking.
If your pawn lands on Free Parking take the money there.
If your pawn lands on Go to Jail put one of your Acts in Jail.
If your pawn lands on Jail take one of the Acts there.
If you land on a space that allows you to draw a card then draw and keep one Act card.
If you visit all the cities in a colored region get a one time bonus of 2D6 x $10.
(Keep tract of cities visited with colored chips, or on paper)
If you visit all the cities on a side get a one time bonus of 2D6 x $10.
If you visit all the cities in the game get a one time bonus of 5D6 x $10.

CARD TYPE NOTATION
A = Acrobat
C = Clown
N = Animal
F = Freak

ACT DECK CARD LIST
Name of Act:		Type
Flying Trapeze		A
Human Cannonball	A
Tightrope Walkers	A
Chinese Acrobats	A
Bicycle Act		A
Trampoline Act		A
Daring Young Man	A
High Wire Act		A
Motorcycle Act		A	
Showgirls		A
Fixed Straps Act	A
See Saw Act		A
Sway Pole Act		A
Clown Car		C
Clowns on Stilts	C
Cop Clowns		C
Fireman Clowns		C
Midget Clowns		C
Mime			C
Clown Band		C
Clown Magic Show	C
Vaudville Clowns	C
Clown Crooks		C
Clowns with Pies	C
Clown on Unicycle	C
Clown Jugglers		C
Zebras			N
Monkeys			N
White Tigers		N
Sheep Dogs 		N
Indian Elephants	N
Trained Horses		N
Lion Tamer		N
Two Hump Camels		N
Bengal Tigers		N
Dancing Bears		N
African Elephants	N
Alpacas			N
Miniature Horses	N
Block Head		F
Fire Eater		F
Sword Swallower		F
Bearded Lady		F
Snake Charmer		F
Strongman		F
Fortune Teller		F
Siamese Twins		F
Knife Throwing Act	F
Escape Artist		F
Contortionist		F
Tattooed Man		F
Belly Dancer		F

MORE ACTS
You can include more acts for a longer game.
Some ideas for additional act cards:
Gymnasts, Woman Suspended by Hair, Horn playing Seal





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